mutants & masterminds - church and state combat book

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7/23/2019 Mutants & Masterminds - Church and State Combat Book http://slidepdf.com/reader/full/mutants-masterminds-church-and-state-combat-book 1/35 Combat Booklet Welcome to the Combat Book, a booklet length addition to Church and State  designed to make running the pulse-pounding combats of the adventure easier on the GM. Here you will find combat sheets for the major players and their minions, as well as maps for all the likely combat scenes in Church and State . The Combat Sheets are quick sheets for the GM’s use, gathering and summarizing the combat information for a char- acter into an easy to read and use format. Each character is given several different attacks, representing a range of dif- ferent combat options that they most commonly use, given descriptive names as well as precalculated attack, damage, and defense totals. A few of these attacks are noted as being extra effort, meaning that they’re something of a signature move that the character will only pull out in the most extreme of circumstances. Then the characters saves, protection, and movement are listed. In cases where sprint speed is over 10000 it is rounded off to the nearest thousand, and when over a million to the nearest ten-thousand. Skills, Feats, and Powers that are applicable to combat/conflict are listed – this is not a full skill/feat list for the character, only those likely to be important in a combat situation. Any Feat or Power that is listed in Red Underline is a situational variable that has not been used in the calculation of the characters attack values – and so it’s in red to make it easy for the GM to remember it is there in the fitting circumstance. Major NPCs then have a damage/condition track used to keep track of how much dam- age or special effects they have taken. Minions have a “total number” and “number down” box to keep track of how many minions there are, and how many are out of the fight. All of the Maps are oriented with north at the top of the page, and all grids are 1 square to 5(ish) feet, unless noted otherwise. A general key is found below. Key = chair = end table = rolling chair = plant = overstuffed chair = desk = couch = filing cabinet/storage = water cooler = door = phone = computer = bookshelf = window = table = interior wall = carpet / rug = exterior wall = toilet = partition / cubicle = maintenance gear = server/mainframe = copy machine = electrical equipment = floor lamp = bench = sink = stair = pool chair = towel rack = shower = mirror = bed = washer/dryer = files / papers = folding partition = box / packing crate = television / monitor = oven / range = gym equipment = cabinet = mixing board = drums = medical / high tech = curtain = pillar / support = lock NEWS! = Newsstand = refrigerator = holy water = altar

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Page 1: Mutants & Masterminds - Church and State Combat Book

7/23/2019 Mutants & Masterminds - Church and State Combat Book

http://slidepdf.com/reader/full/mutants-masterminds-church-and-state-combat-book 1/35

Combat Booklet

Welcome to the Combat Book, a booklet length addition to

Church and State  designed to make running the pulse-pounding

combats of the adventure easier on the GM. Here you will find

combat sheets for the major players and their minions, as well

as maps for all the likely combat scenes in Church and State .

The Combat Sheets are quick sheets for the GM’s use,

gathering and summarizing the combat information for a char-

acter into an easy to read and use format. Each character is

given several different attacks, representing a range of dif-

ferent combat options that they most commonly use, given

descriptive names as well as precalculated attack, damage, and

defense totals. A few of these attacks are noted as being

extra effort, meaning that they’re something of a signature

move that the character will only pull out in the most extreme

of circumstances. Then the characters saves, protection, and

movement are listed. In cases where sprint speed is over

10000 it is rounded off to the nearest thousand, and whenover a million to the nearest ten-thousand. Skills, Feats, and

Powers that are applicable to combat/conflict are listed – this

is not a full skill/feat list for the character, only those likely

to be important in a combat situation. Any Feat or Power that

is listed in Red Underline is a situational variable that has not

been used in the calculation of the characters attack values –

and so it’s in red to make it easy for the GM to remember it is

there in the fitting circumstance. Major NPCs then have a

damage/condition track used to keep track of how much dam-

age or special effects they have taken. Minions have a “total

number” and “number down” box to keep track of how many

minions there are, and how many are out of the fight.

All of the Maps are oriented with north at the top of thepage, and all grids are 1 square to 5(ish) feet, unless noted

otherwise. A general key is found below.

Key

= chair = end table

= rolling chair = plant

= overstuffed chair = desk

= couch = filing cabinet/storage

= water cooler = door

= phone

= computer

= bookshelf = window

= table = interior wall

= carpet / rug = exterior wall

= toilet = partition / cubicle

= maintenance gear

= server/mainframe

= copy machine

= electrical equipment

= floor lamp

= bench

= sink = stair

= pool chair

= towel rack

= shower

= mirror

= bed

= washer/dryer

= files / papers = folding partition

= box / packing crate

= television / monitor

= oven / range

= gym equipment

= cabinet

= mixing board

= drums

= medical / high tech

= curtain

= pillar / support

= lock

NEWS! = Newsstand

= refrigerator = holy water

= altar

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Saves

Damage: +2 Fortitude: +2 Reflex: +3 Will: -1

Protection +6 (12) Protection or +12 absorption vs fire

ombat Sets

Initiative +3  * All italics are when at full boost  

Fire Burst Rapid Burst Right Cross Pyro Psycho

Attack +11 +9/+9 +7 +5/+5

Damage 12L 12L 10s (16s)  + 12L 16L

Defense 19/16 19/16 19 / 16 19/16

Description A single fire blast Paired fire blasts A power-punch with energyfield damage

A series of high-intensity flame-blasts

Movement

Run Single 30 Double 60 Sprint 120

Jump Single 30 (60)   Super Leap 1920 (250000)  

Skills and Feats

Bluff +6, Demolitions +10, Intimidate +10. Heroic Surge, Infamy, Leadership, Point Blank Shot, Power Attack, Rapid Shot.

Powers

Equipment: Arson Suit  (Energy Control: Fire) +12 [Extras: Energy Absorption (Boost Super Strength), Energy Field; Feats: Immunity to Fire

and Suffocation, Radio Broadcast and Hearing; Flaws: Device; Source: Super Science], (Super-Strength) +6 [Extras: Protection, Leaping[Extra: Super Leap]; Flaws: Device; Source: Super Science.]

Damage Track

Stunned   Disabled 

  Unconscious   Dying 

  Dead 

 

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

Saves

Damage: +17 Fortitude: +15 Reflex: +2 Will: -1

ombat Sets

Thump Dumpster Toss Assault and BatteryAttack +11 +8 +6

Damage +15L +15L +20L

Defense 17/15 17/15 17/15

Initiative +2

Pavement PoundStr vs Str/Dex check

Trip (15L vs inanimate)

17/15

Box Yer Ears+11

+15s area

17/15

Description A punch to the gut Thrown large object Shockwave ThunderclapA giant sledgehammer

punch—haymaker

Movement

Run Single 30 Double 60 Sprint 120

Skills and Feats

Intimidate +8; Power Attack, Startle.

Powers

Chemical Pump (Super Strength) +10 [Extras: Amazing Save (Dmg & Fort); Shockwave, Thunderclap; Stunts: Lethal Damage; Source: Chemical

Pumps, Super Science.]

Equipment: Micro-ear radio: Radio Listen & Transmit.

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

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Saves

Damage: +4 Fortitude: +4 Reflex: +8 Will: +5

ombat Sets

Initiative +5  Base Range = 275

Mr. Knifey Pinpoint Shot 3 Bounce Ricochet Ultimate Sniper

Attack +12 +22 +16 +17

Damage +3L +11L, penetrating +11L, penetrating +16L, penetrating

Defense 17 / 12 12 12 12

Description Knife to the kidney Accurate shot Trick shot to confuse the di-rection of the bullet

A shot to the vitals

Movement

Run Single 30 Double 60 Sprint 120

Skills and Feats

Climb +5, Hide +18, Move Silently +18, Spot +12; Accurate Attack, All-Out Attack, Far Shot, Improved Critical: Rifle, Point Blank Shot, Power

Attack, Precise Shot, Ricochet Attack

Powers

Luck of the Devil (Amazing Save (All)) +3 [Source: Training.]

Equipment: Rail Rifle (Weapon) +11 [Stunts: Increased Range (double), Penetrating; Source: Equipment.];

Micro-ear radio : Radio Listen & Transmit.

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

Saves

Damage: +1 Fortitude: +1 Reflex: +5 Will: +2

ombat Sets

Initiative +9 

Oops, is that my pen in your eye? Making a point The Odds are 10 million to 1Attack +10 +6 +10

Damage 6L +3L 6L (-12 to Damage save)

Defense 21/16 21/16 21/16

DescriptionThrown mastery attack, small ob-

 jects in painful placesKnife attack

Thrown mastery attack, small objects in

painful places with Luck Power

Movement

Run Single 30 Double 60 Sprint 120

Skills and Feats

Bluff +5, Knowledge (Super-heroes) +11; Assessment, Throwing Mastery.

Powers

Card Count the Universe  (Luck) +12 [Extras: Jinx, Fortune, Subtle; Source: Training.]

Things Your Feeble Mind Cannot Comprehend  (Super-Intelligence) +5 [Source: Mutation.]

Equipment: Micro-ear radio: Radio Listen & Transmit.

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

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Saves

Damage: +0 Fortitude: +0 Reflex: +12 Will: +0

Evasion — may use Reflex save as Damage save vs non-area attacks

ombat Sets

Initiative +5 

Aww, did I break it? Shock Glove Punch Disorient Blink & Punch

Attack +15 (opposed roll) +11 +11 +11

Damage Taunt +11 stun attack +11 nausea (vs Fort) +11 stun attack

Defense 12 / 11 23/18 23/18 34/18

Description TauntPunch with the gloves —

ghost touch &/or Fusillade

Grab and teleport until you

puke

Dodging teleport and attack

combination, 5’ move only

Movement

Run Single 30 Double 60 Sprint 120

Teleport Single 55 Double 110 Sprint 112640

Skills and Feats

Bluff +10, Taunt +15; Attack Finesse, Dodge, Evasion, Expertise, Improved Disarm, Instant Stand.

Powers

Here, There, and Everywhere  (Teleportation) +11 [Extras: Blink, Disorient, Extended; Stunts: Fusillade, Turnabout; Source: Mutation]

Fast as Fast Can Be  (Amazing Save (Ref)) +5 [Source: Training.]

Equipment: Shock Gloves  (Stun Weapon) +11 [Extras: Ghost Touch; Flaws; Device, Range; Source: Equipment.]

Micro-ear radio: Radio Listen & Transmit.

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

Saves

Damage: +0 Fortitude: +0 Reflex: +11 Will: +3

Evasion — may use Reflex save as Damage save vs non-area attacks

ombat Sets

Initiative +4 

Panic Attack Fatigue Screech

Attack +10 (vs Will Save) +6

Damage Panic (area) +10 Fatigue (vs Fort)

Defense 20/16 20/16

Description Area effect mind control to create panic Fatigue power blast, sounds like a little girl shrieking

Movement

Run Single 30 Double 60 Sprint 120

Skills and Feats

Intimidate +13, Sense Motive +11; Dodge, Evasion.

Powers

Voice of Terror  (Mind Control) +10 [Extras: Area, Contagious, Duration, Selective, Subtle; Stunts: Works regardless of language; Flaws: Emo-

tions Only, Fear Only; Source: Training/Super-Science.]

Draining Voice  (Fatigue) +10 [Source: Training/Super-Science.]

Squirrelly Reflexes  (Amazing Save (Ref)) +5 [Source: Training.]

Equipment: Micro-ear radio: Radio Listen & Transmit

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

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Skills, Feats Powers

Sacred Magic  (Sorcery) +6 (Element Control, Force Field, Telepathy or Comprehend, Mental Blast, Healing, Teleporta-

tion; Flaws: Excluded Group, Rote; Source: Mystic.]

Concentration +8, Sense Motive +8, Spot +7, Detect Evil, Indomitable Will, Leadership, Point Blank Shot, True Sight.

Combat Sets

Initiative: +1

Purge the Wicked Mind

Attack +7 (vs Wisdom Defense)

Damage +6S (mental blast)

Defense 13 / 12

Spirits of the Airy Surge

+4

+6 Trip

13 / 12

Description A blast that brings the pain of sin A tripping blast of air

Saves

Damage: +0 Fort: +0

Ref: +1 Will: +5

Movement  

Run: 30 / 60 / 120

Force Field: +6

Total

Number

Taken Down

Saves

Damage: +2 Fortitude: +2 (+10)   Reflex: +3 (+11)   Will: +5 (+13)  

Protection +15 force field +5 mental protection

Combat Sets

Holy Fire Sword of God The Wrath of God

Attack +9 +8 +5

Damage +15S +7L (+15L)   +20S (area)

Defense 21 (27) / 18 21 (27) / 18 21 (27) / 18

Initiative +3 (+11)* * All italics are when at full boost  

Rain of Fire

+9

+16S

21 (27) / 18

Destruction of Mammon

+9

+15 transmutation

21 (27) / 18

Description A blast of holy fireA wicked slice from

the holy sword

A coruscation of flame,

used from the airTurns an item into salt

A massive burst of flamefrom the air — extra ef-

fort

Movement

Run Single 30 Double 60 Sprint 120

Fly Single 75 Double 150 Sprint 10 million

Skills and Feats

Intimidate + 10 (18) , Sense Motive +9 (+17) , Aerial Combat, Indomitable Will, Inspire, Leadership, Power Attack, Startle

Powers

Might of God  (Cosmic Power) +15 [Immunities: Aging, Cold, Critical Hits, Darkness, Disease, Electricity, Exhaustion, Heat, Nausea, Poison, Ra-

diation, Sonics, Starvation, Suffocation; Extras: Boost All Attributes +8, Mental Protection +5; Stunts: Dimensional Travel (Extra: Portal;

Flaw: One Dimension Only), Healing (Extra: Resurrection; Flaw: Others Only), Super-Flight; Flaws: Ineffective, Obvious]

Equipment: Flaming Swords  (Weapon) +5

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

Combat Sets

Initiative: +3 * = Group Attack, -1 to hit for every Mikhaelite under 5 participating  

Marksman Army of Zion*

Attack +9 +9/+9

Damage +8L +10L

Defense 13 13

Sword of the Lord

+6

+5L

16 / 13

Combined Fire*

+11

+7L

16 / 13

Description Sword swipe Single shot Group Fire All out attack

Skills Feats

Bluff +5, Drive +4, Intimidate +5, Sense Motive +4, Spot +5. All-Out Attack, Detect Evil, Dodge, Heroic Surge, Indomita-

ble Will, Point Blank Shot, Power Attack, Rapid Shot, Startle.

Total

Number

Taken Down

Saves

Damage: +4 Fort: +2

Ref: +2 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: +4

Keeper of the Keys

Order of Mikhael

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Skills, Feats Powers

Bluff +3, Hide +4, Intimidate +6, Listen +4, Move Silently +4, Sense Motive +4, Spot +4. Detect Evil, Dodge, Indomitable

Will, Point Blank Shot, Power Attack.

Combat Sets

Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating  

Single Shot

Attack +5

Damage +7L

Defense 15 / 12

Sworn till Death*

+7

+9L

15 / 12

Description Single rifle shot Full out group fire

Group Fire*

+9

+7L

15 / 12

Group rifle fire

Saves

Damage: +3 Fort: +1

Ref: +2 Will: +4

Movement

 

Run: 30 / 60 / 120

Armor: +4

Total

Number

Taken Down

The Sworn

Skills, Feats Powers

Listen +3, Knowledge (Religion) +2, Profession (Soldier) +4, Search +4, Spot +4. Indomitable Will, Point Blank Shot, Power

Attack.

Combat Sets

Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating  

Pop Gun

Attack +4Damage +7L

Defense 12 / 11

Stripling Warriors*

+6+9L

12 / 11

Description Single rifle shot Group power attack

Massed Fire*

+8+7L

12 / 11

Group rifle fire

Saves

Damage: +4 Fort: +2

Ref: +1 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: +4

Total

Number

Taken Down

Skills, Feats Powers

Bluff +3, Intimidate +3, Sense Motive +3, Taunt +3.

Combat Sets

Initiative: +1

Bang Bang Kiss My Cross

Attack +3 +3 (opposed roll)

Damage +3L Target is at –4 to all rolls for 1 turn

Defense 12 / 11 12 / 11

Description Pistol shot Taunt

Saves

Damage: +1 Fort: +1

Ref: +1 Will: +0

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Former Pimp

Skills, Feats Powers

Bluff +3, Search +2.

Combat Sets

Initiative: +0

Stun Gun Momma I’m DYYYYYING!!

Attack +0 +3 (opposed roll)

Damage +4 Stun Attack Bluff target into believing something

Defense 11 11

Description Taser attack Bluff

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +0

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Reformed Prostitute

Righteous Military Man

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Skills, Feats Powers

Sense Motive +3. Take the Fall (can can take a hit for Mikhael if within 5 feet of him).

Combat Sets

Initiative: +0

Bad Man! Human Shield

Attack +0 -

Damage +0S -

Defense 10 10

Description Angry but ineffective punch attack Standing in the way

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +1

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Congregationalist

Skills, Feats Powers

Sense Motive +9. Indomitable Will.

Combat Sets

Initiative: +0

Human Shield

Attack +8 Diplomacy

Damage none

Defense 10

Description Standing in the way and pleading humanitarian mercy

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Priest

Skills, Feats Powers

Intimidate +8, Sense Motive +8, Spot +5. Detect Evil, Indomitable Will.

Combat Sets

Initiative: +0

Dare you strike a priest!?

Attack +8 (vs DC 10 + Wisdom bonus + fear/Will save bonuses)

Damage Intimidation

Defense 11

Description Intimidate

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +5

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Jesuit Confessor

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Skills, Feats Powers

Bluff +13 (18*) , Intimidate +13 (18*) , Sense Motive +7, Taunt +13 (18*) ; Leadership, Startle; Instant Demographics Boost 

(Boost Charisma ) +5 [Extra: Affects Others, Flaws: Cannot Affect Self]; Definition of Cool (Super-Charisma ) +1 [Extra:

Intimidating Presence] *while boosted  

Combat Sets

Initiative: +0

Taunt

Attack +13 (18 *) (opposed roll)

Damage -4 to all actions for 1 turn

Defense 12

Peer Pressure

na

Will save vs 11(16*)  

12

Description “Did your mom lose a bet with God?” Intimidating Presence attack

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +2

Movement  

Run: 30 / 60 / 120

Armor: +4

Total

Number

Taken Down

Face Squad

Saves

Damage: +3 Fortitude: +3 Reflex: +4 Will: +5

Protection +13 force field, impenetrable

Combat Sets

Beat Bass Explosion Heavy Metal Thunder

Attack +10 +5 +5/+5/+5

Damage +13s (area) +18s (area) +14s (area, sustained)

Defense 19 / 15 19 / 15 19 / 15

Initiative: +4

Drum Roll

+8/+8

+13s (area)

19 / 15

Rage Against Machines

+10

+13 disintegrate

19 / 15

Description A single blastA ground-shaking

power attack

A rapid series of strikes,

rattling like a drum roll

A sonic disintegration at-

tack

A continuous barrage of

sound — Extra Effort

Movement

Run Single 30 Double 60 Sprint 120

Skills and Feats

Bluff +10, Intimidate +10, Listen +17, Sense Motive +6, Taunt +10; Inspire, Leadership, Detect (Targeting Sense: Hearing), Immunity (Own

Powers), Ultra-Hearing

Powers

Ghetto-Blaster  (Energy Control: Sound) +13 [Extras: Area, Energy Blast, Force Field [Extras: Affects Others, Impeneterable], Multi-Fire,Selective, Super-Senses [Extra: Telescopic; Flaw: Hearing Only]; Power Stunts: Create Sound Bubble, Disintegrate, Multi Shot, Point Blank

Shot, Power Attack, Precise Shot, Rapid Shot]; Revolutionary Fervor  (Amazing Save (Will & Fort)) +2.

Damage Track

Stunned   Disabled   Unconscious   Dying   Dead  

Blinded  Dazed  Deafened  Entangled  Exhausted  Fatigued  Nauseated  Paralyzed  Prone 

Combat Sets

Initiative: +3 * = Group Attack, -1 to hit for every agent under 5 participating  

Combined Fire* Tank Buster*

Attack +7/+7 +9

Damage +7L +13L

Defense 15 / 12 12

Sniper

+7

+5L

15 / 12

Full Out*

+7/+7/+7

+8L

12

Description Single shot rifle Rapid-fire attack Reckless attack RPG attack

Skills Feats

Climb +5, Jump +5, Hide +8, Move Silently +8, Swim +5; All-Out Attack, Point Blank Shot, Power Attack, Rapid Shot, Sneak

Attack

Total

Number

Taken Down

Saves

Damage: +2 Fort: +2

Ref: +3 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: +5

Radical Agent

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Skills, Feats Powers

Drive +8, Intimidate +3, Listen +6, Medicine +4, Search +5, Spot +12; Take the Fall (can take a hit for Rock if within 5

feet of him).

Combat Sets

Initiative: +6 * = Group Attack, -1 to hit for every agent under 5 participating  

Back Up Thump

Attack +3

Damage +3s

Defense 14/12

Group Barrage*

+9

+5L

14/12

Description Club Group Pistol Attack

Careful Shot

+5

+5L

14/12

Pistol

Saves

Damage: +2 Fort: +2

Ref: +2 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: +4

Total

Number

Taken Down

Elite Bodyguard

Skills, Feats Powers

Bluff +4, Intimidate +4, Taunt +4.

Combat Sets

Initiative: +1

Switchblade

Attack +2

Damage +3L

Defense 12 / 11

Trash Talk

+4 (opposed roll)

Target is flat-footed

12 / 11

Description Knife attack Taunt

Cap that Ass

+3

+3L

12 / 11

Pistol

Saves

Damage: +1 Fort: +1

Ref: +1 Will: +0

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Banger

Skills, Feats Powers

Intimidate +4, Spot +4

Combat Sets

Initiative: +1

Louisville Slugger Brick Toss

Attack +3 +2

Damage +4s +4s

Defense 12/11 12/11

Description Baseball bat Traditional riot style

Saves

Damage: +1 Fort: +1

Ref: +0 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Union Picketer

Skills, Feats Powers

Taunt +4; Take the Fall (can take a hit for Rock if within 5 feet of him).

Combat Sets

Initiative: +0

Flailing Dork Attack Flaming Idiot Rage Provocation

Attack +0 +4 (opposed roll)

Damage +0s Target is at –4 to all rolls for 1 turn

Defense 10 10

Description Punch Taunt

Saves

Damage: +0 Fort: +0

Ref: +0 Will: -1

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Biggest Fan

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Skills, Feats Powers

Bluff +7, Sense Motive +7, Taunt +8.

Combat Sets

Initiative: +0

Jab Cease and Desist or I will sue!

Attack +0 +8 (opposed roll)

Damage +0s Target takes the proposed action

Defense 10 10

Description Punch Taunt

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +1

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Lawyer

Skills, Feats Powers

Bluff +1, Spot +1, Taunt +1.

Combat Sets

Initiative: +0

Wrench Clobber Bite me, spandex boy!

Attack +0 +1 (opposed roll)

Damage +3S or +2L Target at –4 to all rolls for 1 turn

Defense 10 10

Description Attack with a heavy tool Taunt

Saves

Damage: +1 Fort: +1

Ref: +0 Will: +0

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Union Worker

Skills, Feats Powers

Bluff +5, Intimidate +6, Sense Motive +8.

Combat Sets

Initiative: +0

Wrench Clobber The Big Lie

Attack +0 +5 (opposed roll)

Damage +3S or +2L Fools target

Defense 11 11

Description Attack with a heavy tool Bluff

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +3

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Union Rep

Skills, Feats Powers

Bluff +2, Taunt +3.

Combat Sets

Initiative: +0

Guitar Smack Your girlfriend is good in bed

Attack +0 +3 (opposed roll)

Damage +2s Target at –4 to all rolls for 1 turn

Defense 10 11

Description Attack with an instrument Taunt

Saves

Damage: +0 Fort: +0

Ref: +0 Will: +0

Movement  

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Musician

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Skills, Feats Powers

Listen +4, Profession (SWAT) +4, Search +3, Spot +4. Iron Will, Point Blank Shot, Power Attack. Riot Shield (Deflection)

+4 

Combat Sets

Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating  

Single Shot

Attack +4

Damage +5L / +7S

Defense 13 / 11

Tank Buster*

+7

+12L

15 / 12

DescriptionSingle rifle shot /

rubber bulletsGroup RPG attack

Group Fire*

+7

+6L

13 / 11

Group rifle fire

Saves

Damage: +3 Fort: +1

Ref: +1 Will: +2

Movement  

Run: 30 / 60 / 120

Armor: +4

Total

Number

Taken Down

SWAT

Skills, Feats Powers

Bluff +3, Intimidate +3, Sense Motive +3, Taunt +3. Riot Shield (Deflection) +4

Combat Sets

Initiative: +1

Necessary Force Freeze!

Attack +3 +2 (vs. 10 + Will Save)

Damage +3L / +5S Target stops

Defense 12 / 11 12 / 11

DescriptionPistol shot /

rubber bulletIntimidate

Saves

Damage: +0 Fort: +0

Ref: +1 Will: +0

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Beat Cop

Skills, Feats Powers

Bluff +4, Intimidation +3, Search +5, Spot +5. Assessment.

Combat Sets

Initiative: +1

Necessary Force

Attack +3

Damage +3L /+5S

Defense 12 / 11

Freeze!

+3 (vs. 10 + Will save)

Target stops

12 / 11

DescriptionPistol / rubber

bulletsIntimidate

I’m with you!

+4 (opposed roll)

Target is flat footed

12 / 11

Bluff

Saves

Damage: +0 Fort: +0

Ref: +1 Will: +1

Movement

 

Run: 30 / 60 / 120

Armor: NA

Total

Number

Taken Down

Under Cover Agent

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 N E  W S 

    N    E    W    S

N

   S  u   b  w  a  y   S   t  a   t   i  o  n ,

   L  o  w  e  s   t   f   l  o

  o  r

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O     v    e    r    h     a    n    d       f      r    o    m     s    e    

c    o    n    d       f      l      o    

o    r     —    1      5      

 f      t      u      p    

 

The Speakeasy, 1st floor

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Down to first level — 15’

The Speakeasy, 2nd floor

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Judge

Witness

     C    o    u 

    r     t

       R    e     p      o    r     t    e    r

 

Clerk

Flags

Statue

of Justice

Jury

Prosecution Defense / Defendants

Gallery

Judge

Door

Defen

Door

Jury’s

Door

Window Window

To Main Courthouse

Courtroom Map

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450’

650’

   4   0   ’ 425’

195’

   3   7   5   ’ 

44th Street

550’

   3   0   0   ’ 

   5   3   5   ’ 

   3   5   ’ 

50’

505’

195’

45th Street

345’

505525’

315’185’

515’

46th Street

170’

550’

375’ 350’

50’

35’

365’

505’ 115’

47th Street

48th Street

625’

145’

280’

55’

35’

270’

 7  t  h 

 A v  e n  u e

B           r       o       a       d           s       t          r       e       e       t         

= 10 feet

120’

6 0 0 ’  

Central Square

     N

 N     

      N

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The Cathedral — The Chapel

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The Cathedral — West Wing

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The Cathedral — East Wing

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E   l   e  v  a  t  o  r   

 T h e

 S t u d i o , r o o f

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E   l   e  v  a  t  o  r   

StorageLaundry

 T h e

 S t u d i o , R o c k  s P a d

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E   l   e  v  a  t  o  r   

 T h e

 S t u d i o , L i v i n g

 a n d

 S e c u r i t

 y

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E   l   e  v  a  t  o  r   

 T h e

 S t u d i o , s t u d i o

 l e v e l 

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E   l   e  v  a  t  o  r   

 T h e S

 t u d i o , p u b l i c

 r o o m  a n d

 c l i n i c

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E   l   e  v  a  t  o  r   

 T h e

 S t u d i o , p a r k i n g

 a n d

 s t o r a g

 e

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E   l   e  v  a  t  o  r   

 T h e

 S t u d i o , w o r k s h o p

 a n d

 d o c

 k

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Fountain

E   l   e  v  a  t  o  r   

E   l   e  v  a  t  o  r   

E   l   e  v  a  t  o  r   

Withem

E   l   e  v  a  t  o  r   

66 Stories Down

Fountain66 Stories Down

Withem’s Office

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Appendix

OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the

Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Con-

tent; (b)"Derivative Material" means copyrighted materialincluding derivative works and translations (including intoother computer languages), potation, modification, correction,addition, extension, upgrade, improvement, compilation,abridgment or other form in which an existing work may berecast, transformed or adapted; (c) "Distribute" means toreproduce, license, rent, lease, sell, broadcast, publicly display,transmit or otherwise distribute; (d)"Open Game Content"means the game mechanic and includes the methods, proce-dures, processes and routines to the extent such content doesnot embody the Product Identity and is an enhancement overthe prior art and any additional content clearly identified asOpen Game Content by the Contributor, and means any workcovered by this License, including translations and derivativeworks under copyright law, but specifically excludes Product

Identity. (e) "Product Identity" means product and productline names, logos and identifying marks including trade dress;artifacts; creatures characters; stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork, sym-bols, designs, depictions, likenesses, formats, poses, concepts,themes and graphic, photographic and other visual or audiorepresentations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenesses andspecial abilities; places, locations, environments, creatures,equipment, magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trademark or regis-tered trademark clearly identified as Product identity by theowner of the Product Identity, and which specifically excludesthe Open Game Content; (f) "Trademark" means the logos,names, mark, sign, motto, designs that are used by a Contribu-tor to identify itself or its products or the associated prod-

ucts contributed to the Open Game License by the Contributor(g) "Use", "Used" or "Using" means to use, Distribute, copy,edit, format, modify, translate and otherwise create Deriva-tive Material of Open Game Content. (h) "You" or "Your" meansthe licensee in terms of this agreement.

2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content that

 you Use. No terms may be added to or subtracted from thisLicense except as described by the License itself. No otherterms or conditions may be applied to any Open Game Contentdistributed using this License.

3.Offer and Acceptance: By Using the Open Game Con-

tent You indicate Your acceptance of the terms of this Li-cense.

4. Grant and Consideration: In consideration for agreeingto use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the exactterms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, You rep-resent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by

exact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and Youmust add the title, the copyright date, and the copyrightholder's name to the COPYRIGHT NOTICE of any originalOpen Game Content you Distribute.

7. Use of Product Identity: You agree not to Use anyProduct Identity, including as an indication as to compatibility,except as expressly licensed in another, independent Agree-

ment with the owner of each element of that Product Iden-tity. You agree not to indicate compatibility or co-adaptabilitywith any Trademark or Registered Trademark in conjunctionwith a work containing Open Game Content except as expresslylicensed in another, independent Agreement with the owner ofsuch Trademark or Registered Trademark. The use of anyProduct Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. Theowner of any Product Identity used in Open Game Contentshall retain all rights, title and interest in and to that ProductIdentity.

8. Identification: If you distribute Open Game ContentYou must clearly indicate which portions of the work that youare distributing are Open Game Content.

9. Updating the License: Wizards or its designated

Agents may publish updated versions of this License. You mayuse any authorized version of this License to copy, modify anddistribute any Open Game Content originally distributed underany version of this License.

10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content You Dis-tribute.

11. Use of Contributor Credits: You may not market oradvertise the Open Game Content using the name of any Con-tributor unless You have written permission from the Con-tributor to do so.

12 Inability to Comply: If it is impossible for You to com-ply with any of the terms of this License with respect to someor all of the Open Game Content due to statute, judicial order,

or governmental regulation then You may not Use any OpenGame Material so affected.

13 Termination: This License will terminate automaticallyif You fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. Allsublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held tobe unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the

Coast, Inc.

Mutants & Masterminds RPG, Copyright 2002, Green

Ronin Publishing; Author Steve Kenson,

Church and State, Copyright 2004, Bradley Robins

The following are designated as Product Identity, in ac-

cordance with section 1(e) of the Open Gaming License, Ver-

sion 1: All character names, all art and character designs.

M&M Superlink and the M&M Superlink logo are Trade-

marks of Green Ronin Publishing and are used with permission.